My Avatar, My Self

My Avatar, My Self

Author: Zach Waggoner

Publisher: McFarland

Published: 2014-01-10

Total Pages: 209

ISBN-13: 0786454091

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With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.


HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence

HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence

Author: Jessie Y. C. Chen

Publisher: Springer Nature

Published: 2022-11-24

Total Pages: 630

ISBN-13: 3031217071

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This proceedings LNCS 13518 constitutes the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually as part of the 24th International Conference, HCII 2022, in June/July 2022. HCII 2022 received a total of 5583 submissions from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.


Women and Second Life

Women and Second Life

Author: Dianna Baldwin

Publisher: McFarland

Published: 2013-04-19

Total Pages: 205

ISBN-13: 1476601836

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This collection of new essays explores issues of identity, work and play in the virtual world of Second Life (SL). Fourteen women discuss their experiences. Topics include teaching in Second Life, becoming an SL journalist, and using SL as a means to bring human rights to health care; exploring issues of identity and gender such as performing the role of digital geisha, playing with gender crossing, or determining how identity is formed virtually; examining how race is perceived; and investigating creativity such as poetry writing or quilting. The text is unique in that it represents only women and their experiences in a world that is most often viewed as a man's world.


The Hidden Curriculum of Online Learning

The Hidden Curriculum of Online Learning

Author: Murat Öztok

Publisher: Routledge

Published: 2019-08-08

Total Pages: 178

ISBN-13: 1000596680

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Challenging the current understandings of equity and social justice in the field of online education, The Hidden Curriculum of Online Learning analyses how cultural hegemony creates unfair learning experiences through cultural differences. It argues that such inequitable learning experiences are not random acts but rather represent the existing inequities in society at large through cultural reproduction. Based on an ethnographic work, the book discusses the concept of social absence (in relation to social presence) to discuss how individuals perform their identities within group contexts and to create awareness of social justice issues in online education. It draws upon critical pedagogy and cultural studies to show that while online learning spaces are frequently promoted by local or federal governments and higher education institutions as overwhelmingly inclusive and democratic, these premises do not operate with uniformity across all student cohorts. The Hidden Curriculum of Online Learning It will be of great interest to academics, post-graduate students, and researchers in the fields of digital learning and inclusion, education research, and cultural studies.


Frontiers of Cyberspace

Frontiers of Cyberspace

Author:

Publisher: Brill

Published: 2012-01-01

Total Pages: 330

ISBN-13: 9401208581

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The content of this volume reflects theoretical and practical discussions on cultural issues influenced by increased adoption of information and communication technologies. The penetration of new forms of communication, such as online social networking, internet video-casting, and massive online multiplayer gaming; the experience and exploration of virtual worlds; and the massive adoption of ever-emergent ICT technologies; are all developments in desperate need of serious examination. It is not surprising that these new realities, and the questions and issues to which they give rise, have drawn increasing attention from academics. Those engaging these issues do so from a wide range of academic fields. Accordingly, the authors contributing to this volume represent an impressive array of academic disciplines and varied perspectives, including philosophy, sociology, religion, anthropology, digital humanities, literature studies, film science, new media studies and still others. Thus, the subsequent chapters offer the reader a multidimensional examination of this volume’s unifying theme: the ways and extent to which current and anticipated cybernetic environments have altered, and will continue to shape, our understandings of what it means to be human.


Social Virtual Worlds and Their Places

Social Virtual Worlds and Their Places

Author: Merrill L. Johnson

Publisher: Springer Nature

Published: 2022-06-11

Total Pages: 335

ISBN-13: 9811686262

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This book provides a foundational look at social virtual worlds from the geographer’s perspective. How can the geographer’s craft be applied to social virtual worlds? This question is addressed through careful analysis of what social virtual worlds are, how interest in these worlds has waxed and waned during the twenty-first century, and the meaning of their concocted spaces. Examining one of the key features of the social virtual world, the avatar, the book focuses on its user's motivations and identity choices. The book draws on the geographical understanding of place to examine where avatars live, work, and roam, and describes how virtual-world places resemble and diverge from actual-world places. A mixed-methods survey conducted in Second Life adds additional breadth to the discussion, whilst a series of vignettes gives extra life to the subject matter. This original exploration of the content and meaning of social virtual worlds is an essential resource for geographers, and for anyone interested in the virtual world experience.


Me, Myself, and Why

Me, Myself, and Why

Author: Jennifer Ouellette

Publisher: Penguin

Published: 2014-01-28

Total Pages: 370

ISBN-13: 0143121650

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As diverse as people appear to be, all of our genes and brains are nearly identical. In Me, Myself, and Why, Jennifer Ouellette dives into the miniscule ranges of variation to understand just what sets us apart. She draws on cutting-edge research in genetics, neuroscience, and psychology-enlivened as always with her signature sense of humor-to explore the mysteries of human identity and behavior. Readers follow her own surprising journey of self-discovery as she has her genome sequenced, her brain mapped, her personality typed, and even samples a popular hallucinogen. Bringing together everything from Mendel's famous pea plant experiments and mutations in The X-Men to our taste for cilantro and our relationships with virtual avatars, Ouellette takes us on an endlessly thrilling and illuminating trip into the science of ourselves


Hello Avatar

Hello Avatar

Author: B. Coleman

Publisher: MIT Press

Published: 2011-11-04

Total Pages: 214

ISBN-13: 026230273X

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An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities—in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject—all of us who represent aspects of ourselves and our work across the mediascape.


Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds

Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds

Author: Anna Peachey

Publisher: Springer Science & Business Media

Published: 2011-07-07

Total Pages: 337

ISBN-13: 0857293613

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The proposed book explores the theme of identity, specifically as applied to its role and development in virtual worlds. Following the introduction, it is divided into four sections: identities, avatars and the relationship between them; factors that support the development of identity in virtual worlds; managing multiple identities across different environments and creating an online identity for a physical world purpose.